SPECIAL ABILITIES

Abundant Step (Su)

He can slip magically between spaces, as if using dimension door (CL 12th). Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him.

Change Size (Sp)

Twice per day, he can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 14 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex)

He can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes him to take 1 point of damage per additional hour spent on the elemental plane, until he dies or returns to the Material Plane.

Flurry of Blows (Ex)

Ki Pool (Su)

As long as he has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed strikes and attacks made with Maelstrom to be considered lawful magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, he can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, he can spend 1 point to give himself a +4 dodge bonus to AC for 1 round.

Maelstrom (Su)

This weapon serves as a channel for his ki, allowing him to use his special ki attacks through the weapon as if they were unarmed attacks. These attacks include his stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Maelstrom creates a cacophonous roar like thunder upon striking a successful critical hit, dealing an extra 1d8 sonic damage. Subjects dealt critical hits by Maelstrom must make a DC 14 Fortitude save or be deafened permanently. The sonic energy does not harm the monk.

Stunning Fist (Su)

He must declare that he is using Stunning Fist and choose a condition to apply before making the attack roll. In addition to normal damage, a foe struck by his stunning fist must make a DC 22 Fort save or be subjected to his choice of the following conditions: 1. Stunned for 1 round (can’t take actions, loses Dex bonus to AC, –2 AC penalty). 2. Fatigued. 3. Sickened for 1 minute. 4. staggered for 1d6+1 rounds. These effects do not stack with themselves, but additional hits do extend the duration.